Telgard Tribune Help and FAQ Links Credits Fan Art Legends and Histories Guilds and Organizations Magic Religions of Telgard Races of Telgard Create a Character Travel, Roads, Maps Astrology, Meteorology, and Calendars Kingdoms of Telgard Equipment Advantages and Disadvantages Skills Rules
You may navigate by using the bar above, or go directly to the game forums here.

ADVENTURE SKILLS:
 ¤ Disguise
 ¤ Medicine
 ¤ Trapping / Hunting / Fishing
 ¤ Riding [horse]
 ¤ Pick Locks
 ¤ Sleight-of-Hand
 ¤ Stealth [[urban or wilderness]]
 ¤ Survival [[specify terrain]]
 ¤ Swimming
 ¤ Tracking

CAREER SKILLS: SCHOLARLY SKILLS:
COMBAT SKILLS:
RACIAL SKILLS:

 

SWIMMING (Health):

For the purposes of this skill, any character who finds him or herself in water over their head is capable of keeping afloat, but that person generally needs rescuing even in the calmest of ponds. Swimming then expands on that natural skill.

Novice: The character can paddle his way across calm water to his destination.

Proficient: The character can stay afloat in choppy water, and can stroke across calm water faster than the novice.

Advanced: The character can stay afloat in very choppy water, can cross a body of water if it is choppy, and nearly flies across calm water. He can help a non-swimmer stay afloat and reach a destination in choppy water.

Expert: The character can stay afloat in a gale, can swim underwater for very prolonged periods of time, and can keep others afloat under the most trying conditions.

 

 

 

No content may be reproduced without written permission. All contents are copyright 2001 Telgard RPG, all rights reserved.
Email the Webmaster with questions or comments.